Homebrew Diabolus Species Details
Diaboli look fiendish in appearance, with a human-like upper torso and goat-like legs ending in cloven feet. To accentuate this fiendish aesthetic, they invariably possess two small, vestigial horns, as well as a long whip-like tail ending in a thumb-sized stinger that can inject enemies with a mild toxin. Diaboli bear a wide range of skin colorations, ranging from deep blue and indigo to lavender and crimson, with some even reaching almost pitch black skin tone. Given the chaotic nature of their homeland, it is feasible that nearly any color skin could be had.
Culturally, diaboli are anarchists who follow the creed of "do what thou wilt, but harm none". After collectively deciding against the usage of strict governmental systems, diaboli instead rely largely on traditions passed down from generation to generation to guide the diaboli through life.
Diabolus Traits
The diabolus possess the following racial traits.Ability Score Increase
Your Wisdom score increases by 1 and your Charisma score increases by 1.
Age
Diaboli mature to adulthood at roughly the age of 25, and can live up to 275 years.
Alignment
Diaboli are typically described as benevolent anarchists, and have a cultural tendency towards Chaotic Good. A smaller portion are Chaotic Neutral, with very small minorities drifting towards Chaotic Evil, Neutral Evil, Neutral Good, and True Neutral.
Size
A diabolus typically ranges in height from 6 to 7 and a half feet tall. Your size is medium.
Speed
Diaboli, though spry compared to races such as humans, bear no significant advantages in terms of movement. You possess a walking speed of 30 feet.
Diabolus Weapon Training
You have proficiency with tridents.
Limited Magic Resistance
You have advantage on saving throws against spells and other magical effects except from celestials, fiends, or aberrations.
Visage of Fear
You gain proficiency with the Intimidation skill. You have advantage on using this skill against Humanoids or Beasts that aren't diaboli.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dreamer's Sting
Once per turn, in place of an attack, you may make an unarmed strike that deals 1d6 piercing damage. A struck enemy must succeed a Wisdom saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus or take an additional 2d6 poison damage and become poisoned for 1 minute. While poisoned in such a way, you are able to peer into their subconscious- you may roll an Insight check against them at the start of each of your turns, with advantage- on a success, you have advantage on all attack rolls made against that target until the end of your turn.
While you may always choose to substitute one of your attacks with an unarmed strike with your stinger, you may only inject a target with your poison a number of times per day equal to your Charisma modifier (minimum 1).
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